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This book is the culmination of the COST Action CA15212 Citizen Science to Promote Creativity, Scientific Literacy, and Innovation throughout Europe. It represents the final stage of a shared journey taken over the last 4 years. During this relatively short period, our citizen science practices...
Persistent link: https://www.econbiz.de/10012420359
This book is the culmination of the COST Action CA15212 Citizen Science to Promote Creativity, Scientific Literacy, and Innovation throughout Europe. It represents the final stage of a shared journey taken over the last 4 years. During this relatively short period, our citizen science practices...
Persistent link: https://www.econbiz.de/10013240215
Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider...
Persistent link: https://www.econbiz.de/10015230187
More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their...
Persistent link: https://www.econbiz.de/10015230188
Computer games (video games) are becoming increasingly popular way to relax, or even to maintain social relationships with other people. However, they are not just only entertainment. Treated as a mass media become a source of income, knowledge and social problems, which may distort the reality...
Persistent link: https://www.econbiz.de/10015230190
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated...
Persistent link: https://www.econbiz.de/10015230191
In this position paper, we have used Alan Cooper's persona technique to illustrate the utility of audio- and video-based AAL technologies. Therefore, two primary examples of potential audio- and video-based AAL users, Anna and Irakli, serve as reference points for describing salient ethical,...
Persistent link: https://www.econbiz.de/10013448151
Wzrost popularności gier typu „Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez...
Persistent link: https://www.econbiz.de/10010317279
Z gier komputerowych (wideo) korzysta coraz więcej ludzi na całym świecie. Rozwój branży gier oznacza wzrastającą jej złożoność we wszystkich płaszczyznach. Nie tylko stale różnicują się treści przedstawiane w grach, ale też rośnie zróżnicowanie ich twórców,...
Persistent link: https://www.econbiz.de/10010317281
The report was released by the Association "Cities in the Internet". Its aim is to develop a functional model and a directory of digital skills. It presents an analysis of research and literature, taxonomies digital skills and project functional measurement of digital literacy. The report was...
Persistent link: https://www.econbiz.de/10015250139